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Dungeons

4 dungeons are open. Dungeons are seed-determined: the same entrance always has the same layout and is never regenerated.

NameTierFloorsBossGuaranteed dropCoordinates
Old Crypt T1 5 Goblin Chief Leather Helmet, Goblin Sword -1450, 4720
Orc Warrens T2 10 Orc Warlord Leather Armor, Iron Sword -1616, 4918
Ogre Stronghold T3 15 Ogre Warlord Chain Mail, Steel Longsword -1785.2, 5072.3
Skeleton Crypt T4 20 Skeleton Knight Breastplate, Great Sword -1064, 4248

The world map records dungeon entrances you have already found — you have to walk to one the first time.

BossDungeonLevelHealthGuardTo-hitDamage
Goblin Chief Old Crypt 5 23 11 +5 1d8
Orc Warlord Orc Warrens 10 120 13 +10 2d8
Ogre Warlord Ogre Stronghold 10 140 17 +10 2d8
Skeleton Knight Skeleton Crypt 25 350 32 +25 6d12

The Orc Warlord is a step up: its 120 health is set directly in the data (not the 45 the level would derive), with Guard 13, +6 to hit and 2d8 damage. Orc Warrens runs 10 floors, so put a full leather set together before going down.

A slain boss doesn’t respawn on a timer — its floor holds it dead until the next sunset dungeon reset (once per game day), which also teleports everyone still in that dungeon back to its entrance with a distant roar. Opening the chest no longer requires killing the boss or standing next to it — see “Keys and locked floors” below. The weapon each boss used to drop itself (Goblin Sword, Iron Sword, Steel Longsword) is now a guaranteed chest drop instead; see the table below.

Every 5th floor’s stair-room exit has a locked door that always exists, blocking the way on completely:

DungeonLocked floorsKey for the chest
Old Crypt Floor 5 Crypt Key
Orc Warrens Floor 5, Floor 10 Warrens Key (10F)
Ogre Stronghold Floor 5, Floor 10, Floor 15 Stronghold Key (15F)
Skeleton Crypt Floor 5, Floor 10, Floor 15, Floor 20 Skeleton Crypt Key (20F)
  • Keys drop in the section just before their locked door (for example, Orc Warrens floors 1–4 drop the floor-5 key, floors 6–9 drop the floor-10 key). Monsters killed in that section have a 5% chance to drop the matching key; breaking a barrel, crate or clutter chest there is 1%. The roll is skipped once a character already holds that key, or has already opened that dungeon’s chest tonight.
  • Keys drop on the ground for anyone to pick up; a floor-5 key won’t open a floor-10 door.
  • Holding the key and clicking the locked door opens it. The door doesn’t consume the key — dying or leaving and coming back still works, and keys never expire. An opened door stays open for 30 seconds before auto-closing, so someone without a key can slip in behind you during that window, but once it closes they’re stuck on whichever side they ended up on.
  • The key for the dungeon’s deepest locked door (Old Crypt floor 5, Orc Warrens floor 10, Ogre Stronghold floor 15) is the ticket to the chest — carry it to the bottom floor and open the chest without ever killing the boss. Opening it spends one of every key type you’re carrying for that dungeon. The boss still guards the chest room, so opening it safely usually still means dealing with it.

Each dungeon’s chest drops come in three parts:

  1. Signature drop(s) — one or two guaranteed items per dungeon, the “Guaranteed drop” column above; the three boss weapons now count among them.
  2. Independent rolls — every other piece in that tier’s pool rolls separately at its own chance.
  3. Lower-tier carry-over — equipment from tiers below the dungeon each get an extra 10% roll, so you can fill gaps in a higher dungeon.

Gold is depth × 500 to depth × 1500.

The target is roughly five runs on average to collect everything a tier introduces.

EquipmentChest tierDrop chanceGuardCHAEffect
Leather Helmet T1 Guaranteed 1
Leather Pants T1 30% 1
Leather Belt T1 30%
Goblin Sword T1 Guaranteed
Raven Shield T2 20% 2
Iron Helmet T2 37% 2
Iron Boots T2 37% 2
Leather Armor T2 Guaranteed 2
Leather Gloves T2 37% 1
Leather Boots T2 37% 1
Iron Sword T2 Guaranteed
Silver Necklace T2 10% Satiation drain ×0.75
Chain Mail T3 Guaranteed 5
Plate Greaves T3 37% 3
Plate Boots T3 37% 3
Iron Gauntlets T3 37% 2
Wool Cape T3 37% 1
Gold Ring T3 10% +1
Steel Longsword T3 Guaranteed
Breastplate T4 Guaranteed 7
Plate Helmet T4 30% 3
Plate Gauntlets T4 30% 3
Great Sword T4 Guaranteed
Ring of Protection T5 20% 1
MonsterLevelSpawn depthWeightHealthDamage
Kobold 1 Floors 1 – 4 2 5 1d4
Forgotten Dead 8 Floors 1 – 5 3 40 3d6
Goblin 2 Floors 3 – 8 3 9 1d4
Stalker 3 Floors 5 – 11 2 14 1d6
Orc 4 Floors 5 – 13 2 18 1d6
Female Orc 4 Floors 5 – 12 1 18 1d6
Hobgoblin 5 Floors 6 – 15 2 23 1d8
Skeleton 16 Floors 6 – 15 3 72 6d8
Gnoll 6 Floors 7 – 20 2 27 2d6
Bugbear 7 Floors 8 – 20 2 32 2d6
Ogre 8 Floors 9 – 20 2 36 2d8
Troll 9 Floors 10 – 20 2 41 2d10
Stone Golem 10 Floors 11 – 20 2 45 2d10
Skeleton Warrior 20 Floors 11 – 20 2 90 6d8
Lizardfolk 13 Floors 12 – 20 2 59 3d6
Cyclop 15 Floors 14 – 20 2 68 3d8
  • Barrels and crates break — click one and your character walks up and swings once. Treasure chests don’t break.
  • Chests are opened — click one and your character walks over and lifts the lid. A real coin pile drops in front of it; picking it up credits 1–10 copper straight to your wallet without taking a bag slot.
  • Corridors have doors — where a corridor opens into a room there’s a clickable wooden double door.
  • Corridor and room walls differ — rooms use medieval stone, corridors use rock. Useful for telling where you are.